Age | Commit message (Collapse) | Author |
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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always used in that context so we can at least avoid reverting it twice
:p.
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path_util_1.patch from Lawrence D'Oliveiro (ldo)
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Border select in UV Image window crashed, if used when Image Window shows a render.
Made operators for UV vertex manipulations having a more strict check for this mode.
(Similar to other UV tools there).
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script.
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thanks!)...
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- update man page for new additions since last release.
- note that --start-console argument is windows only.
- correct own assertion in own recent commit.
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automatically flip the unpinned faces to point down too, instead of trying to
unwrap them in the other direction and giving bad results.
If there's a mix of faces pinned up and down it will pick the direction with the
biggest area.
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value as in-out, since this is a convention for existing matrix functions.
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rotated close to 180 degrees and there were edges both below and above
the 180 degree threshhold. Separating and averaging the negative and
positive angles seems to solve the issue making the tool a bit more
robust ;)
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and now also shows the shortcut keys for setting the blend value.
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failed with no UV layer.
also add some safety checks for BM_ELEM_CD_GET_* macros.
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texface_from_original_index() early and dont get the offset for each vertex.
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area_poly_v2().
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also minor change to cylinder_project_exec() - delay getting the MTFace.
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* Some code cleanup
* Bugfix: rotation of uv islands during stitch on images with aspect
ratio was different for different island rotations. I needed to correct
normal and tangent calculation to take image aspect into account.
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midpoint, non-snapping mode.
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of image into account, distorting the islands. Now properly scale the
components before rotating the island.
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when uvs are shared by more than two islands. Uv edges
usually belong to only two islands, making for much cleaner
stitches. To change between stitch modes, press TAB.
Initial mode depends on the selection mode of the image
editor. Documentation can also be found on the release wiki
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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also use BLI_findindex for modifiers_indexInObject
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ED_mask_pixelspace_factor(). - was getting the image width/height when its not needed before.
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level in the operator and use the modifier level and subdivision type
instead. Using subsurf only makes sense if the modifier is first so
print an warning and turn off if this is not the case.
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filling it for verts/edges/faces on every redraw.
this may introduce bugs which I didn't catch, but they are very easy to identify in a debug build which has asserts to ensure the arrays are valid before use.
in my own test drawing ~98,304 quads - this gave an overall ~16% drawing speedup.
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BLI_array_alloca() for smaller arrays.
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which uses stack memory always and doesn't need to be freed explicitly.
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would cause real user bugs though.
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